The Journey to Nature: the Last of Us As Critical Dystopia

The Journey to Nature: the Last of Us As Critical Dystopia

The Journey to Nature: The Last of Us as Critical Dystopia Gerald Farca University of Augsburg English Literature Department Augsburg, Germany [email protected] Charlotte Ladevèze University of Augsburg French Literature Department Augsburg, Germany [email protected] ABSTRACT As an instance of the critical dystopia, The Last of Us lets the player enact a post- apocalyptic story in which human society has been severely decimated by the Cordyceps infection and where nature has made an astonishing return. This paper examines the ecological rhetoric of The Last of Us by laying emphasis on the empirical player’s emancipated involvement in the gameworld (virtualized storyworld) and how s/he engages in a creative dialectic with the implied player. In suggesting the utopian enclave of a life in balance with nature, The Last of Us scrutinises the ills of our empirical present and lays a negative image on the latter. As such, The Last of Us is a magnificent example of the video game dystopia and succeeds in triggering a powerful aesthetic response in the empirical player, which might result in a call to action in the real world. Keywords Ecocriticism, critical dystopia, utopia, implied player, oppositions, video game dystopia INTRODUCTION The Last of Us (Naughty Dog 2014) represents a video game dystopia which takes the player on an extraordinary journey towards nature and away from the derelict city spaces of a bygone era. By extrapolating ecological issues of our contemporary present into a post-apocalyptic future, The Last of Us serves as a powerful warning and reminder that should these tendencies continue, we may face a similar catastrophe as depicted and enacted in its virtualized storyworld (used synonymously for gameworld). To trigger such an aesthetic response in the player, The Last of Us makes use of the critical dystopia’s plot framework—the clash between official narrative and counter- narrative—and cleverly juxtaposes dystopian and utopian possibilities inscribed in its game- and storyworld. Consequently, the official narrative confronts the player with confining city spaces that shall remind us why the post-apocalyptic world came into being in the first place. They are characterised by an intense ludic struggle and violence and serve to trigger within the player the ludonarrative feelings of entrapment and suffering; reminding us through an estranged experience of the precarious confinements of our Proceedings of 1st International Joint Conference of DiGRA and FDG © 2016 Authors. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. times: overpopulation, technological excess, and a lifestyle in utter imbalance with nature. In contrast to this, The Last of Us initiates a counter-narrative through various devices of its discourse and suggests as a potential solution to dystopia a return to nature and the utopian enclave of a life in balance with the latter. As opposed to the city, nature spaces have a calming and liberating effect on the player and are presented as dynamic enclaves for progress and human dialogue. The ecological rhetoric in The Last of Us is undeniable and is deeply inscribed into the implied player: defined as the affordance and appeal structure of the game which holds all the preconditions necessary for the game to ‘exercise its effect’ (an aesthetic effect experienced in the act of play) (for a complete description see Farca 2016). In The Last of Us, the implied player has primarily outlined the empirical player’s aesthetic response through the strategic placement of oppositions. These foreground vital differences between city and nature and are organised in a system of perspectives: 1) the critical dystopian plot and its oppositional structure of official narrative and counter-narrative, 2) the many oppositions found in the gameworld and that are created through its spaces, signs, labyrinthine structures, sounds, music, and characters, and 3) the rules of play and resulting processes, making the player familiar with the system of the nightmarish but surprisingly beautiful gameworld. In combination with the game’s labyrinthine structure, the processes that emerge during play round off the city/nature opposition, juxtaposing ludic encounters in multicursal mazes to linear nature spaces that offer the opportunity for dialogue and human compassion. In the following, we will analyse The Last of Us as an instance of ecological fiction and the critical dystopia: a narrative genre that shows both how the dystopian situation came about as well as proposing potential solutions to it. For this purpose, we will lay emphasis on the player’s emancipated involvement in the game as s/he engages in a creative dialectic with the implied player, closing the blanks between the perspectives s/he encounters and helps create. Such a task, it is needless to say, necessitates an emancipated player (Farca 2016) who interacts with the implied player on a high level of complexity and who, in addition to that, shows an ecological consciousness. THE CRITICAL DYSTOPIA AS A VARIANT OF UTOPIA It is easy to misunderstand the concepts of Utopia and Dystopia, and such a confusion can be dangerous and outright misleading. To begin this paper, it is therefore necessary to briefly determine the vocabulary of Utopia: the concept’s function and its various manifestations in fictional narrative form. One of these is the critical dystopia, a variant of Utopia’s fictional discourse that, in between all the terror it portrays, retains a firm and indestructible core: Utopia’s hope for a better future. Throughout history, utopianism has most often been regarded as “a philosophy of hope” (Sargent 2010, 8) and is generally conceived of as being inherent to humankind, so powerful as to stir our imagination and effort. Utopia, in other words, gives us hope in times of discontent and incessantly drives humankind towards a gradual betterment of their societal arrangements (Viera 2010, 20, 23). And, indeed, it is Utopia’s relentless but cautious drive towards an unfulfilled future that gives rise to its primary function. In provoking deliberations about a better or worse future, Utopia inevitably places empirical reality in the spotlight, exposing it to meticulous scrutiny (Viera 2010, 23). As such, Utopia functions as warning to humankind and can be described as “a critical and diagnostic instrument” (Jameson 2005, 148) which deliberately reminds us that what is at stake is nothing less than our future itself. To put it in the words of Fredric Jameson: -- 2 -- Utopia shows us “the future as disruption (Beunruhigung) of the present, and as a radical and systematic break with even that predicted and colonized future which is simply a prolongation of our capitalist present” (228). The faces of Utopia are many, and probably the most fruitful to convey Utopia’s message comes in the form of the fictional narrative. As described above, Utopia attempts to raise awareness of societal issues, to arouse us from stupefaction and the paralysed state of the well-adjusted citizen, and to transform us into active agents that gradually change the world for the better (Viera 2010, 6, 17). This persuasive attempt is inscribed into all of utopian and dystopian fiction, and a particularly fruitful derivative of the genre is the critical dystopia, which shall be defined after Lyman Tower Sargent as “a non-existent society described in considerable detail and normally located in time and space that the author intended a contemporaneous reader to view as worse than contemporary society but that normally includes at least one eutopian enclave or holds out the hope that the dystopia can be overcome and replaced with eutopia” (2000, np). Considering these definitions, it becomes clear that there can be no deliberations on dystopia without regarding utopia, and, in fact, the entire genre shares a common denominator (Viera et al. 2013). As Viera emphatically maintains: “dystopias that leave no room for hope do in fact fail their mission” (2010, 17), and it is especially the critical dystopia that leaves fertile ground for utopian explorations. The critical dystopia (examples of such include: Pat Cadigan’s Synners (1991), The Wachowski’s The Matrix (1999), Valve’s Half-Life 2 (2004), or Irrational Game’s Bioshock (2007)) differs mainly from the classical dystopia (George Orwell’s Nineteen Eighty-Four (1949), Yevgeny Zamyatin’s We (1924), or Galactic Café’s The Stanley Parable (2013)) in that it leaves its diegetic characters room for contestation and revolt against the dystopian regime. Besides interrogating the ills of the dystopian society (and thus indirectly the one’s of the empirical world), the critical dystopia enables its diegetic characters to find and pursue potential ways out of the dystopian confinement. Baccolini formulates this as follows: “the new critical dystopias allow both readers and protagonists to hope by resisting closure: the ambiguous open endings of these novels maintain the utopian impulse within the work” (2003, 7). In the light of these findings, the search for utopian enclaves within the dystopian storyworld (see Sargent’s definition) and the ambiguous endings of the critical dystopia that leave fertile ground for the betterment of society (see Baccolini) become of particular importance for analysis. Such an analysis is especially interesting with regard to the video game dystopia which often places the prospect of hope directly into the player’s hands and whose gameworld offers virtual possibilities to find and actualise. But the differences between the classical and critical dystopia do not end here. In addition to the above mentioned facts, Peter Fitting mentions that the critical dystopia lays emphasis on both “an explanation of how the dystopian situation came about as much as what should be done about it” (2003, 156). Such an understanding can be beneficial in a variety of ways. In the first place, it implies a dynamic storyworld by laying emphasis on how dystopia emerged out of the author’s empirical reality and through suggesting potential ways out of it.

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